juggle(CHASM);
if (game.prop[BEAR] != BEAR_DEAD)
DESTROY(BEAR);
- game.prop[CHAIN] = 0;
- game.fixed[CHAIN] = 0;
+ game.prop[CHAIN] = CHAIN_HEAP;
+ game.fixed[CHAIN] = CHAIN_HEAP;
game.prop[AXE] = 0;
game.fixed[AXE] = 0;
rspeak(CAVE_CLOSING);
/* Print out descriptions of objects at this location. If
* not closing and property value is negative, tally off
* another treasure. Rug is special case; once seen, its
- * game.prop is 1 (dragon on it) till dragon is killed.
- * Similarly for chain; game.prop is initially 1 (locked to
+ * game.prop is RUG_DRAGON (dragon on it) till dragon is killed.
+ * Similarly for chain; game.prop is initially CHAINING_BEAR (locked to
* bear). These hacks are because game.prop=0 is needed to
* get full score. */
{
if (game.closed)
continue;
game.prop[obj] = 0;
- if (obj == RUG || obj == CHAIN)
- game.prop[obj] = 1;
+ if (obj == RUG)
+ game.prop[RUG] = RUG_DRAGON;
+ if (obj == CHAIN)
+ game.prop[CHAIN] = CHAINING_BEAR;
--game.tally;
/* Note: There used to be a test here to see whether the
* player had blown it so badly that he could never ever see